pandemonium_engine_minimal/scene/3d/cpu_particles.cpp

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2023-12-14 21:54:22 +01:00
/*************************************************************************/
/* cpu_particles.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "cpu_particles.h"
#include "core/os/os.h"
#include "scene/3d/camera.h"
#include "scene/main/viewport.h"
#include "scene/resources/curve.h"
#include "scene/resources/gradient.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/material/particles_material.h"
#include "scene/resources/material/spatial_material.h"
#include "scene/resources/material/shader_material.h"
#include "servers/rendering_server.h"
AABB CPUParticles::get_aabb() const {
return AABB();
}
PoolVector<Face3> CPUParticles::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void CPUParticles::_set_particles_processing(bool p_enable) {
if (_interpolated) {
set_physics_process_internal(p_enable);
} else {
set_process_internal(p_enable);
}
}
void CPUParticles::set_emitting(bool p_emitting) {
if (emitting == p_emitting) {
return;
}
emitting = p_emitting;
if (emitting) {
_set_particles_processing(true);
// first update before rendering to avoid one frame delay after emitting starts
if ((time == 0) && !_interpolated) {
_update_internal(false);
}
}
}
void CPUParticles::set_amount(int p_amount) {
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of particles must be greater than 0.");
particles.resize(p_amount);
particles_prev.resize(p_amount);
{
PoolVector<Particle>::Write w = particles.write();
for (int i = 0; i < p_amount; i++) {
w[i].active = false;
w[i].custom[3] = 0.0; // Make sure w component isn't garbage data
particles_prev[i].blank();
}
}
particle_data.resize((12 + 4 + 1) * p_amount);
particle_data_prev.resize(particle_data.size());
// We must fill immediately to prevent garbage data and Nans
// being sent to the visual server with set_as_bulk_array,
// if this is sent before being regularly updated.
particle_data.fill(0);
particle_data_prev.fill(0);
RS::get_singleton()->multimesh_allocate(multimesh, p_amount, RS::MULTIMESH_TRANSFORM_3D, RS::MULTIMESH_COLOR_8BIT, RS::MULTIMESH_CUSTOM_DATA_FLOAT);
particle_order.resize(p_amount);
}
void CPUParticles::set_lifetime(float p_lifetime) {
ERR_FAIL_COND_MSG(p_lifetime <= 0, "Particles lifetime must be greater than 0.");
lifetime = p_lifetime;
}
void CPUParticles::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
}
void CPUParticles::set_pre_process_time(float p_time) {
pre_process_time = p_time;
}
void CPUParticles::set_explosiveness_ratio(float p_ratio) {
explosiveness_ratio = p_ratio;
}
void CPUParticles::set_randomness_ratio(float p_ratio) {
randomness_ratio = p_ratio;
}
void CPUParticles::set_lifetime_randomness(float p_random) {
lifetime_randomness = p_random;
}
void CPUParticles::set_use_local_coordinates(bool p_enable) {
local_coords = p_enable;
// prevent sending instance transforms when using global coords
set_instance_use_identity_transform(!p_enable);
}
void CPUParticles::set_speed_scale(float p_scale) {
speed_scale = p_scale;
}
bool CPUParticles::is_emitting() const {
return emitting;
}
int CPUParticles::get_amount() const {
return particles.size();
}
float CPUParticles::get_lifetime() const {
return lifetime;
}
bool CPUParticles::get_one_shot() const {
return one_shot;
}
float CPUParticles::get_pre_process_time() const {
return pre_process_time;
}
float CPUParticles::get_explosiveness_ratio() const {
return explosiveness_ratio;
}
float CPUParticles::get_randomness_ratio() const {
return randomness_ratio;
}
float CPUParticles::get_lifetime_randomness() const {
return lifetime_randomness;
}
bool CPUParticles::get_use_local_coordinates() const {
return local_coords;
}
float CPUParticles::get_speed_scale() const {
return speed_scale;
}
void CPUParticles::set_draw_order(DrawOrder p_order) {
ERR_FAIL_INDEX(p_order, DRAW_ORDER_MAX);
draw_order = p_order;
}
CPUParticles::DrawOrder CPUParticles::get_draw_order() const {
return draw_order;
}
void CPUParticles::set_mesh(const Ref<Mesh> &p_mesh) {
mesh = p_mesh;
if (mesh.is_valid()) {
RS::get_singleton()->multimesh_set_mesh(multimesh, mesh->get_rid());
} else {
RS::get_singleton()->multimesh_set_mesh(multimesh, RID());
}
}
Ref<Mesh> CPUParticles::get_mesh() const {
return mesh;
}
void CPUParticles::set_fixed_fps(int p_count) {
fixed_fps = p_count;
}
int CPUParticles::get_fixed_fps() const {
return fixed_fps;
}
void CPUParticles::set_fractional_delta(bool p_enable) {
fractional_delta = p_enable;
}
bool CPUParticles::get_fractional_delta() const {
return fractional_delta;
}
String CPUParticles::get_configuration_warning() const {
String warnings = GeometryInstance::get_configuration_warning();
bool mesh_found = false;
bool anim_material_found = false;
if (get_mesh().is_valid()) {
mesh_found = true;
for (int j = 0; j < get_mesh()->get_surface_count(); j++) {
anim_material_found = Object::cast_to<ShaderMaterial>(get_mesh()->surface_get_material(j).ptr()) != nullptr;
SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(get_mesh()->surface_get_material(j).ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
}
}
anim_material_found = anim_material_found || Object::cast_to<ShaderMaterial>(get_material_override().ptr()) != nullptr;
SpatialMaterial *spat = Object::cast_to<SpatialMaterial>(get_material_override().ptr());
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == SpatialMaterial::BILLBOARD_PARTICLES);
if (!mesh_found) {
if (warnings != String()) {
warnings += "\n";
}
warnings += "- " + TTR("Nothing is visible because no mesh has been assigned.");
}
if (!anim_material_found && (get_param(PARAM_ANIM_SPEED) != 0.0 || get_param(PARAM_ANIM_OFFSET) != 0.0 || get_param_curve(PARAM_ANIM_SPEED).is_valid() || get_param_curve(PARAM_ANIM_OFFSET).is_valid())) {
if (warnings != String()) {
warnings += "\n";
}
warnings += "- " + TTR("CPUParticles animation requires the usage of a SpatialMaterial whose Billboard Mode is set to \"Particle Billboard\".");
}
return warnings;
}
void CPUParticles::restart() {
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
emitting = false;
{
int pc = particles.size();
PoolVector<Particle>::Write w = particles.write();
for (int i = 0; i < pc; i++) {
w[i].active = false;
}
}
set_emitting(true);
}
void CPUParticles::set_direction(Vector3 p_direction) {
direction = p_direction;
}
Vector3 CPUParticles::get_direction() const {
return direction;
}
void CPUParticles::set_spread(float p_spread) {
spread = p_spread;
}
float CPUParticles::get_spread() const {
return spread;
}
void CPUParticles::set_flatness(float p_flatness) {
flatness = p_flatness;
}
float CPUParticles::get_flatness() const {
return flatness;
}
void CPUParticles::set_param(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
parameters[p_param] = p_value;
}
float CPUParticles::get_param(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return parameters[p_param];
}
void CPUParticles::set_param_randomness(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
randomness[p_param] = p_value;
}
float CPUParticles::get_param_randomness(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
return randomness[p_param];
}
static void _adjust_curve_range(const Ref<Curve> &p_curve, float p_min, float p_max) {
Ref<Curve> curve = p_curve;
if (!curve.is_valid()) {
return;
}
curve->ensure_default_setup(p_min, p_max);
}
void CPUParticles::set_param_curve(Parameter p_param, const Ref<Curve> &p_curve) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
curve_parameters[p_param] = p_curve;
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
//do none for this one
} break;
case PARAM_ANGULAR_VELOCITY: {
_adjust_curve_range(p_curve, -360, 360);
} break;
case PARAM_ORBIT_VELOCITY: {
_adjust_curve_range(p_curve, -500, 500);
} break;
case PARAM_LINEAR_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_RADIAL_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_TANGENTIAL_ACCEL: {
_adjust_curve_range(p_curve, -200, 200);
} break;
case PARAM_DAMPING: {
_adjust_curve_range(p_curve, 0, 100);
} break;
case PARAM_ANGLE: {
_adjust_curve_range(p_curve, -360, 360);
} break;
case PARAM_SCALE: {
} break;
case PARAM_HUE_VARIATION: {
_adjust_curve_range(p_curve, -1, 1);
} break;
case PARAM_ANIM_SPEED: {
_adjust_curve_range(p_curve, 0, 200);
} break;
case PARAM_ANIM_OFFSET: {
} break;
default: {
}
}
}
Ref<Curve> CPUParticles::get_param_curve(Parameter p_param) const {
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Curve>());
return curve_parameters[p_param];
}
void CPUParticles::set_color(const Color &p_color) {
color = p_color;
}
Color CPUParticles::get_color() const {
return color;
}
void CPUParticles::set_color_ramp(const Ref<Gradient> &p_ramp) {
color_ramp = p_ramp;
}
Ref<Gradient> CPUParticles::get_color_ramp() const {
return color_ramp;
}
void CPUParticles::set_color_initial_ramp(const Ref<Gradient> &p_ramp) {
color_initial_ramp = p_ramp;
}
Ref<Gradient> CPUParticles::get_color_initial_ramp() const {
return color_initial_ramp;
}
void CPUParticles::set_particle_flag(Flags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
if (p_flag == FLAG_DISABLE_Z) {
_change_notify();
}
}
bool CPUParticles::get_particle_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void CPUParticles::set_emission_shape(EmissionShape p_shape) {
ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
emission_shape = p_shape;
}
void CPUParticles::set_emission_sphere_radius(float p_radius) {
emission_sphere_radius = p_radius;
}
void CPUParticles::set_emission_box_extents(Vector3 p_extents) {
emission_box_extents = p_extents;
}
void CPUParticles::set_emission_points(const PoolVector<Vector3> &p_points) {
emission_points = p_points;
}
void CPUParticles::set_emission_normals(const PoolVector<Vector3> &p_normals) {
emission_normals = p_normals;
}
void CPUParticles::set_emission_colors(const PoolVector<Color> &p_colors) {
emission_colors = p_colors;
}
void CPUParticles::set_emission_ring_height(float p_height) {
emission_ring_height = p_height;
}
void CPUParticles::set_emission_ring_radius(float p_radius) {
emission_ring_radius = p_radius;
}
void CPUParticles::set_emission_ring_inner_radius(float p_offset) {
emission_ring_inner_radius = p_offset;
}
void CPUParticles::set_emission_ring_axis(Vector3 p_axis) {
emission_ring_axis = p_axis;
}
float CPUParticles::get_emission_sphere_radius() const {
return emission_sphere_radius;
}
Vector3 CPUParticles::get_emission_box_extents() const {
return emission_box_extents;
}
PoolVector<Vector3> CPUParticles::get_emission_points() const {
return emission_points;
}
PoolVector<Vector3> CPUParticles::get_emission_normals() const {
return emission_normals;
}
PoolVector<Color> CPUParticles::get_emission_colors() const {
return emission_colors;
}
float CPUParticles::get_emission_ring_height() const {
return emission_ring_height;
}
float CPUParticles::get_emission_ring_inner_radius() const {
return emission_ring_inner_radius;
}
float CPUParticles::get_emission_ring_radius() const {
return emission_ring_radius;
}
Vector3 CPUParticles::get_emission_ring_axis() const {
return emission_ring_axis;
}
CPUParticles::EmissionShape CPUParticles::get_emission_shape() const {
return emission_shape;
}
void CPUParticles::set_gravity(const Vector3 &p_gravity) {
gravity = p_gravity;
}
Vector3 CPUParticles::get_gravity() const {
return gravity;
}
void CPUParticles::_validate_property(PropertyInfo &property) const {
if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
property.usage = 0;
}
if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
property.usage = 0;
}
if ((property.name == "emission_points" || property.name == "emission_colors") && (emission_shape != EMISSION_SHAPE_POINTS) && (emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
property.usage = 0;
}
if (property.name == "emission_normals" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
property.usage = 0;
}
if (property.name.begins_with("emission_ring") && emission_shape != EMISSION_SHAPE_RING) {
property.usage = 0;
}
if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) {
property.usage = 0;
}
}
static uint32_t idhash(uint32_t x) {
x = ((x >> uint32_t(16)) ^ x) * uint32_t(0x45d9f3b);
x = ((x >> uint32_t(16)) ^ x) * uint32_t(0x45d9f3b);
x = (x >> uint32_t(16)) ^ x;
return x;
}
static float rand_from_seed(uint32_t &seed) {
int k;
int s = int(seed);
if (s == 0) {
s = 305420679;
}
k = s / 127773;
s = 16807 * (s - k * 127773) - 2836 * k;
if (s < 0) {
s += 2147483647;
}
seed = uint32_t(s);
return float(seed % uint32_t(65536)) / 65535.0;
}
void CPUParticles::_update_internal(bool p_on_physics_tick) {
if (particles.size() == 0 || !is_visible_in_tree()) {
_set_redraw(false);
return;
}
// change update mode?
_refresh_interpolation_state();
float delta = 0.0f;
// Is this update occurring on a physics tick (i.e. interpolated), or a frame tick?
if (p_on_physics_tick) {
delta = get_physics_process_delta_time();
} else {
delta = get_process_delta_time();
}
if (emitting) {
inactive_time = 0;
} else {
inactive_time += delta;
if (inactive_time > lifetime * 1.2) {
_set_particles_processing(false);
_set_redraw(false);
//reset variables
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
return;
}
}
_set_redraw(true);
bool processed = false;
if (time == 0 && pre_process_time > 0.0) {
float frame_time;
if (fixed_fps > 0) {
frame_time = 1.0 / fixed_fps;
} else {
frame_time = 1.0 / 30.0;
}
float todo = pre_process_time;
while (todo >= 0) {
_particles_process(frame_time);
processed = true;
todo -= frame_time;
}
}
if (fixed_fps > 0) {
float frame_time = 1.0 / fixed_fps;
float decr = frame_time;
float ldelta = delta;
if (ldelta > 0.1) { //avoid recursive stalls if fps goes below 10
ldelta = 0.1;
} else if (ldelta <= 0.0) { //unlikely but..
ldelta = 0.001;
}
float todo = frame_remainder + ldelta;
while (todo >= frame_time) {
_particles_process(frame_time);
processed = true;
todo -= decr;
}
frame_remainder = todo;
} else {
_particles_process(delta);
processed = true;
}
if (processed) {
_update_particle_data_buffer();
}
// If we are interpolating, we send the data to the RenderingServer
// right away on a physics tick instead of waiting until a render frame.
if (p_on_physics_tick && redraw) {
_update_render_thread();
}
}
void CPUParticles::_particles_process(float p_delta) {
p_delta *= speed_scale;
int pcount = particles.size();
PoolVector<Particle>::Write w = particles.write();
Particle *parray = w.ptr();
float prev_time = time;
time += p_delta;
if (time > lifetime) {
time = Math::fmod(time, lifetime);
cycle++;
if (one_shot && cycle > 0) {
set_emitting(false);
_change_notify();
}
}
Transform emission_xform;
Basis velocity_xform;
if (!local_coords) {
emission_xform = get_global_transform();
velocity_xform = emission_xform.basis;
}
float system_phase = time / lifetime;
real_t physics_tick_delta = 1.0 / Engine::get_singleton()->get_physics_ticks_per_second();
// Streaky particles can "prime" started particles by placing them back in time
// from the current physics tick, to place them in the position they would have reached
// had they been created in an infinite timestream (rather than at fixed iteration times).
bool streaky = _streaky && _interpolated && fractional_delta;
real_t streak_fraction = 1.0f;
for (int i = 0; i < pcount; i++) {
Particle &p = parray[i];
if (!emitting && !p.active) {
continue;
}
// For interpolation we need to keep a record of previous particles
if (_interpolated) {
p.copy_to(particles_prev[i]);
}
float local_delta = p_delta;
// The phase is a ratio between 0 (birth) and 1 (end of life) for each particle.
// While we use time in tests later on, for randomness we use the phase as done in the
// original shader code, and we later multiply by lifetime to get the time.
float restart_phase = float(i) / float(pcount);
if (randomness_ratio > 0.0) {
uint32_t seed = cycle;
if (restart_phase >= system_phase) {
seed -= uint32_t(1);
}
seed *= uint32_t(pcount);
seed += uint32_t(i);
float random = float(idhash(seed) % uint32_t(65536)) / 65536.0;
restart_phase += randomness_ratio * random * 1.0 / float(pcount);
}
restart_phase *= (1.0 - explosiveness_ratio);
float restart_time = restart_phase * lifetime;
bool restart = false;
if (time > prev_time) {
// restart_time >= prev_time is used so particles emit in the first frame they are processed
if (restart_time >= prev_time && restart_time < time) {
restart = true;
if (fractional_delta) {
local_delta = time - restart_time;
}
}
} else if (local_delta > 0.0) {
if (restart_time >= prev_time) {
restart = true;
if (fractional_delta) {
local_delta = lifetime - restart_time + time;
}
} else if (restart_time < time) {
restart = true;
if (fractional_delta) {
local_delta = time - restart_time;
}
}
}
// Normal condition for a starting particle, allow priming.
// Possibly test emitting flag here too, if profiling shows it helps.
if (streaky && restart) {
streak_fraction = local_delta / physics_tick_delta;
streak_fraction = CLAMP(streak_fraction, 0.0f, 1.0f);
}
if (p.time * (1.0 - explosiveness_ratio) > p.lifetime) {
restart = true;
// Not absolutely sure on this, may be able to streak this case,
// but turning off in case this is expected to be a similar timed
// explosion.
if (streaky) {
streak_fraction = 1.0f;
}
}
float tv = 0.0;
if (restart) {
if (!emitting) {
p.active = false;
continue;
}
p.active = true;
/*float tex_linear_velocity = 0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(0);
}*/
float tex_angle = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(tv);
}
float tex_anim_offset = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_anim_offset = curve_parameters[PARAM_ANGLE]->interpolate(tv);
}
p.seed = Math::rand();
p.angle_rand = Math::randf();
p.scale_rand = Math::randf();
p.hue_rot_rand = Math::randf();
p.anim_offset_rand = Math::randf();
if (color_initial_ramp.is_valid()) {
p.start_color_rand = color_initial_ramp->get_color_at_offset(Math::randf());
} else {
p.start_color_rand = Color(1, 1, 1, 1);
}
if (flags[FLAG_DISABLE_Z]) {
float angle1_rad = Math::atan2(direction.y, direction.x) + (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0);
p.velocity = rot * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
} else {
//initiate velocity spread in 3D
float angle1_rad = (Math::randf() * 2.0 - 1.0) * Math_PI * spread / 180.0;
float angle2_rad = (Math::randf() * 2.0 - 1.0) * (1.0 - flatness) * Math_PI * spread / 180.0;
Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad));
Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad));
Vector3 spread_direction = Vector3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);
Vector3 direction_nrm = direction;
if (direction_nrm.length_squared() > 0) {
direction_nrm.normalize();
} else {
direction_nrm = Vector3(0, 0, 1);
}
// rotate spread to direction
Vector3 binormal = Vector3(0.0, 1.0, 0.0).cross(direction_nrm);
if (binormal.length_squared() < 0.00000001) {
// direction is parallel to Y. Choose Z as the binormal.
binormal = Vector3(0.0, 0.0, 1.0);
}
binormal.normalize();
Vector3 normal = binormal.cross(direction_nrm);
spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;
p.velocity = spread_direction * parameters[PARAM_INITIAL_LINEAR_VELOCITY] * Math::lerp(1.0f, float(Math::randf()), randomness[PARAM_INITIAL_LINEAR_VELOCITY]);
}
float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, p.angle_rand, randomness[PARAM_ANGLE]);
p.custom[0] = Math::deg2rad(base_angle); //angle
p.custom[1] = 0.0; //phase
p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]); //animation offset (0-1)
p.transform = Transform();
p.time = 0;
p.lifetime = lifetime * (1.0 - Math::randf() * lifetime_randomness);
p.base_color = Color(1, 1, 1, 1);
switch (emission_shape) {
case EMISSION_SHAPE_POINT: {
//do none
} break;
case EMISSION_SHAPE_SPHERE: {
float s = 2.0 * Math::randf() - 1.0, t = 2.0 * Math_PI * Math::randf();
float radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
p.transform.origin = Vector3(radius * Math::cos(t), radius * Math::sin(t), emission_sphere_radius * s);
} break;
case EMISSION_SHAPE_BOX: {
p.transform.origin = Vector3(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0) * emission_box_extents;
} break;
case EMISSION_SHAPE_POINTS:
case EMISSION_SHAPE_DIRECTED_POINTS: {
int pc = emission_points.size();
if (pc == 0) {
break;
}
int random_idx = Math::rand() % pc;
p.transform.origin = emission_points.get(random_idx);
if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS && emission_normals.size() == pc) {
if (flags[FLAG_DISABLE_Z]) {
Vector3 normal = emission_normals.get(random_idx);
Vector2 normal_2d(normal.x, normal.y);
Transform2D m2;
m2.set_axis(0, normal_2d);
m2.set_axis(1, normal_2d.tangent());
Vector2 velocity_2d(p.velocity.x, p.velocity.y);
velocity_2d = m2.basis_xform(velocity_2d);
p.velocity.x = velocity_2d.x;
p.velocity.y = velocity_2d.y;
} else {
Vector3 normal = emission_normals.get(random_idx);
Vector3 v0 = Math::abs(normal.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(0, 1.0, 0.0);
Vector3 tangent = v0.cross(normal).normalized();
Vector3 bitangent = tangent.cross(normal).normalized();
Basis m3;
m3.set_axis(0, tangent);
m3.set_axis(1, bitangent);
m3.set_axis(2, normal);
p.velocity = m3.xform(p.velocity);
}
}
if (emission_colors.size() == pc) {
p.base_color = emission_colors.get(random_idx);
}
} break;
case EMISSION_SHAPE_RING: {
float ring_random_angle = Math::randf() * 2.0 * Math_PI;
float ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;
Vector3 axis = emission_ring_axis.normalized();
Vector3 ortho_axis = Vector3();
if (axis == Vector3(1.0, 0.0, 0.0)) {
ortho_axis = Vector3(0.0, 1.0, 0.0).cross(axis);
} else {
ortho_axis = Vector3(1.0, 0.0, 0.0).cross(axis);
}
ortho_axis = ortho_axis.normalized();
ortho_axis.rotate(axis, ring_random_angle);
ortho_axis = ortho_axis.normalized();
p.transform.origin = ortho_axis * ring_random_radius + (Math::randf() * emission_ring_height - emission_ring_height / 2.0) * axis;
}
case EMISSION_SHAPE_MAX: { // Max value for validity check.
break;
}
}
// We could possibly attempt streaking with local_coords as well, but NYI
if (!local_coords) {
// Apply streaking interpolation of start positions between ticks
if (streaky) {
emission_xform = _get_global_transform_interpolated(streak_fraction);
velocity_xform = emission_xform.basis;
p.velocity = velocity_xform.xform(p.velocity);
// prime the particle by moving "backward" in time
real_t adjusted_delta = (1.0f - streak_fraction) * physics_tick_delta;
_particle_process(p, emission_xform, adjusted_delta, tv);
} else {
p.velocity = velocity_xform.xform(p.velocity);
}
p.transform = emission_xform * p.transform;
}
if (flags[FLAG_DISABLE_Z]) {
p.velocity.z = 0.0;
p.transform.origin.z = 0.0;
}
// Teleport if starting a new particle, so
// we don't get a streak from the old position
// to this new start.
if (_interpolated) {
p.copy_to(particles_prev[i]);
}
} else if (!p.active) {
continue;
} else if (p.time > p.lifetime) {
p.active = false;
tv = 1.0;
} else {
_particle_process(p, emission_xform, local_delta, tv);
}
//apply color
//apply hue rotation
float tex_scale = 1.0;
if (curve_parameters[PARAM_SCALE].is_valid()) {
tex_scale = curve_parameters[PARAM_SCALE]->interpolate(tv);
}
float tex_hue_variation = 0.0;
if (curve_parameters[PARAM_HUE_VARIATION].is_valid()) {
tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(tv);
}
float hue_rot_angle = (parameters[PARAM_HUE_VARIATION] + tex_hue_variation) * Math_PI * 2.0 * Math::lerp(1.0f, p.hue_rot_rand * 2.0f - 1.0f, randomness[PARAM_HUE_VARIATION]);
float hue_rot_c = Math::cos(hue_rot_angle);
float hue_rot_s = Math::sin(hue_rot_angle);
Basis hue_rot_mat;
{
Basis mat1(0.299, 0.587, 0.114, 0.299, 0.587, 0.114, 0.299, 0.587, 0.114);
Basis mat2(0.701, -0.587, -0.114, -0.299, 0.413, -0.114, -0.300, -0.588, 0.886);
Basis mat3(0.168, 0.330, -0.497, -0.328, 0.035, 0.292, 1.250, -1.050, -0.203);
for (int j = 0; j < 3; j++) {
hue_rot_mat[j] = mat1[j] + mat2[j] * hue_rot_c + mat3[j] * hue_rot_s;
}
}
if (color_ramp.is_valid()) {
p.color = color_ramp->get_color_at_offset(tv) * color;
} else {
p.color = color;
}
Vector3 color_rgb = hue_rot_mat.xform_inv(Vector3(p.color.r, p.color.g, p.color.b));
p.color.r = color_rgb.x;
p.color.g = color_rgb.y;
p.color.b = color_rgb.z;
p.color *= p.base_color * p.start_color_rand;
if (flags[FLAG_DISABLE_Z]) {
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
p.transform.basis.set_axis(1, p.velocity.normalized());
} else {
p.transform.basis.set_axis(1, p.transform.basis.get_axis(1));
}
p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
p.transform.basis.set_axis(2, Vector3(0, 0, 1));
} else {
p.transform.basis.set_axis(0, Vector3(Math::cos(p.custom[0]), -Math::sin(p.custom[0]), 0.0));
p.transform.basis.set_axis(1, Vector3(Math::sin(p.custom[0]), Math::cos(p.custom[0]), 0.0));
p.transform.basis.set_axis(2, Vector3(0, 0, 1));
}
} else {
//orient particle Y towards velocity
if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
p.transform.basis.set_axis(1, p.velocity.normalized());
} else {
p.transform.basis.set_axis(1, p.transform.basis.get_axis(1).normalized());
}
if (p.transform.basis.get_axis(1) == p.transform.basis.get_axis(0)) {
p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
p.transform.basis.set_axis(2, p.transform.basis.get_axis(0).cross(p.transform.basis.get_axis(1)).normalized());
} else {
p.transform.basis.set_axis(2, p.transform.basis.get_axis(0).cross(p.transform.basis.get_axis(1)).normalized());
p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
}
} else {
p.transform.basis.orthonormalize();
}
//turn particle by rotation in Y
if (flags[FLAG_ROTATE_Y]) {
Basis rot_y(Vector3(0, 1, 0), p.custom[0]);
p.transform.basis = p.transform.basis * rot_y;
}
}
//scale by scale
float base_scale = tex_scale * Math::lerp(parameters[PARAM_SCALE], 1.0f, p.scale_rand * randomness[PARAM_SCALE]);
// Prevent zero scale (which can cause rendering issues).
base_scale = SGN(base_scale) * MAX(Math::abs(base_scale), 0.000001);
p.transform.basis.scale(Vector3(1, 1, 1) * base_scale);
if (flags[FLAG_DISABLE_Z]) {
p.velocity.z = 0.0;
p.transform.origin.z = 0.0;
}
p.transform.origin += p.velocity * local_delta;
}
}
void CPUParticles::_particle_process(Particle &r_p, const Transform &p_emission_xform, float p_local_delta, float &r_tv) {
uint32_t alt_seed = r_p.seed;
r_p.time += p_local_delta;
r_p.custom[1] = r_p.time / lifetime;
r_tv = r_p.time / r_p.lifetime;
float tex_linear_velocity = 0.0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(r_tv);
}
float tex_orbit_velocity = 0.0;
if (flags[FLAG_DISABLE_Z]) {
if (curve_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
tex_orbit_velocity = curve_parameters[PARAM_ORBIT_VELOCITY]->interpolate(r_tv);
}
}
float tex_angular_velocity = 0.0;
if (curve_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
tex_angular_velocity = curve_parameters[PARAM_ANGULAR_VELOCITY]->interpolate(r_tv);
}
float tex_linear_accel = 0.0;
if (curve_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
tex_linear_accel = curve_parameters[PARAM_LINEAR_ACCEL]->interpolate(r_tv);
}
float tex_tangential_accel = 0.0;
if (curve_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
tex_tangential_accel = curve_parameters[PARAM_TANGENTIAL_ACCEL]->interpolate(r_tv);
}
float tex_radial_accel = 0.0;
if (curve_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
tex_radial_accel = curve_parameters[PARAM_RADIAL_ACCEL]->interpolate(r_tv);
}
float tex_damping = 0.0;
if (curve_parameters[PARAM_DAMPING].is_valid()) {
tex_damping = curve_parameters[PARAM_DAMPING]->interpolate(r_tv);
}
float tex_angle = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(r_tv);
}
float tex_anim_speed = 0.0;
if (curve_parameters[PARAM_ANIM_SPEED].is_valid()) {
tex_anim_speed = curve_parameters[PARAM_ANIM_SPEED]->interpolate(r_tv);
}
float tex_anim_offset = 0.0;
if (curve_parameters[PARAM_ANIM_OFFSET].is_valid()) {
tex_anim_offset = curve_parameters[PARAM_ANIM_OFFSET]->interpolate(r_tv);
}
Vector3 force = gravity;
Vector3 position = r_p.transform.origin;
if (flags[FLAG_DISABLE_Z]) {
position.z = 0.0;
}
//apply linear acceleration
force += r_p.velocity.length() > 0.0 ? r_p.velocity.normalized() * (parameters[PARAM_LINEAR_ACCEL] + tex_linear_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_LINEAR_ACCEL]) : Vector3();
//apply radial acceleration
Vector3 org = p_emission_xform.origin;
Vector3 diff = position - org;
force += diff.length() > 0.0 ? diff.normalized() * (parameters[PARAM_RADIAL_ACCEL] + tex_radial_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_RADIAL_ACCEL]) : Vector3();
//apply tangential acceleration;
if (flags[FLAG_DISABLE_Z]) {
Vector2 yx = Vector2(diff.y, diff.x);
Vector2 yx2 = (yx * Vector2(-1.0, 1.0)).normalized();
force += yx.length() > 0.0 ? Vector3(yx2.x, yx2.y, 0.0) * ((parameters[PARAM_TANGENTIAL_ACCEL] + tex_tangential_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_TANGENTIAL_ACCEL])) : Vector3();
} else {
Vector3 crossDiff = diff.normalized().cross(gravity.normalized());
force += crossDiff.length() > 0.0 ? crossDiff.normalized() * ((parameters[PARAM_TANGENTIAL_ACCEL] + tex_tangential_accel) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_TANGENTIAL_ACCEL])) : Vector3();
}
//apply attractor forces
r_p.velocity += force * p_local_delta;
//orbit velocity
if (flags[FLAG_DISABLE_Z]) {
float orbit_amount = (parameters[PARAM_ORBIT_VELOCITY] + tex_orbit_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ORBIT_VELOCITY]);
if (orbit_amount != 0.0) {
float ang = orbit_amount * p_local_delta * Math_PI * 2.0;
// Not sure why the ParticlesMaterial code uses a clockwise rotation matrix,
// but we use -ang here to reproduce its behavior.
Transform2D rot = Transform2D(-ang, Vector2());
Vector2 rotv = rot.basis_xform(Vector2(diff.x, diff.y));
r_p.transform.origin -= Vector3(diff.x, diff.y, 0);
r_p.transform.origin += Vector3(rotv.x, rotv.y, 0);
}
}
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
r_p.velocity = r_p.velocity.normalized() * tex_linear_velocity;
}
if (parameters[PARAM_DAMPING] + tex_damping > 0.0) {
float v = r_p.velocity.length();
float damp = (parameters[PARAM_DAMPING] + tex_damping) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_DAMPING]);
v -= damp * p_local_delta;
if (v < 0.0) {
r_p.velocity = Vector3();
} else {
r_p.velocity = r_p.velocity.normalized() * v;
}
}
float base_angle = (parameters[PARAM_ANGLE] + tex_angle) * Math::lerp(1.0f, r_p.angle_rand, randomness[PARAM_ANGLE]);
base_angle += r_p.custom[1] * lifetime * (parameters[PARAM_ANGULAR_VELOCITY] + tex_angular_velocity) * Math::lerp(1.0f, rand_from_seed(alt_seed) * 2.0f - 1.0f, randomness[PARAM_ANGULAR_VELOCITY]);
r_p.custom[0] = Math::deg2rad(base_angle); //angle
r_p.custom[2] = (parameters[PARAM_ANIM_OFFSET] + tex_anim_offset) * Math::lerp(1.0f, r_p.anim_offset_rand, randomness[PARAM_ANIM_OFFSET]) + r_tv * (parameters[PARAM_ANIM_SPEED] + tex_anim_speed) * Math::lerp(1.0f, rand_from_seed(alt_seed), randomness[PARAM_ANIM_SPEED]); //angle
}
void CPUParticles::_update_particle_data_buffer() {
update_mutex.lock();
{
int pc = particles.size();
PoolVector<int>::Write ow;
int *order = nullptr;
PoolVector<float>::Write w = particle_data.write();
PoolVector<Particle>::Read r = particles.read();
float *ptr = w.ptr();
PoolVector<float>::Write w_prev;
float *ptr_prev = nullptr;
if (_interpolated) {
w_prev = particle_data_prev.write();
ptr_prev = w_prev.ptr();
}
if (draw_order != DRAW_ORDER_INDEX) {
ow = particle_order.write();
order = ow.ptr();
for (int i = 0; i < pc; i++) {
order[i] = i;
}
if (draw_order == DRAW_ORDER_LIFETIME) {
SortArray<int, SortLifetime> sorter;
sorter.compare.particles = r.ptr();
sorter.sort(order, pc);
} else if (draw_order == DRAW_ORDER_VIEW_DEPTH) {
ERR_FAIL_NULL(get_viewport());
Camera *c = get_viewport()->get_camera();
if (c) {
Vector3 dir = c->get_global_transform().basis.get_axis(2); //far away to close
// now if local_coords is not set, the particles are in global coords
// so should be sorted according to the camera direction
// will look different from Particles in editor as this is based on the camera in the scenetree
// and not the editor camera
dir = dir.normalized();
SortArray<int, SortAxis> sorter;
sorter.compare.particles = r.ptr();
sorter.compare.axis = dir;
sorter.sort(order, pc);
}
}
}
if (_interpolated) {
for (int i = 0; i < pc; i++) {
int idx = order ? order[i] : i;
_fill_particle_data(r[idx], ptr, r[idx].active);
ptr += 17;
_fill_particle_data(particles_prev[idx], ptr_prev, r[idx].active);
ptr_prev += 17;
}
} else {
for (int i = 0; i < pc; i++) {
int idx = order ? order[i] : i;
_fill_particle_data(r[idx], ptr, r[idx].active);
ptr += 17;
}
}
can_update.set();
}
update_mutex.unlock();
}
void CPUParticles::_refresh_interpolation_state() {
if (!is_inside_tree()) {
return;
}
bool interpolated = is_physics_interpolated_and_enabled();
if (_interpolated == interpolated) {
return;
}
bool curr_redraw = redraw;
// Remove all connections
// This isn't super efficient, but should only happen rarely.
_set_redraw(false);
_interpolated = interpolated;
if (_interpolated) {
set_process_internal(false);
set_physics_process_internal(emitting);
} else {
set_physics_process_internal(false);
set_process_internal(emitting);
}
// re-establish all connections
_set_redraw(curr_redraw);
}
void CPUParticles::_set_redraw(bool p_redraw) {
if (redraw == p_redraw) {
return;
}
redraw = p_redraw;
update_mutex.lock();
if (!_interpolated) {
if (redraw) {
RS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
} else {
if (RS::get_singleton()->is_connected("frame_pre_draw", this, "_update_render_thread")) {
RS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
}
}
}
if (redraw) {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
RS::get_singleton()->multimesh_set_visible_instances(multimesh, -1);
} else {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
RS::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
}
update_mutex.unlock();
}
void CPUParticles::_update_render_thread() {
if (OS::get_singleton()->is_update_pending(true)) {
update_mutex.lock();
if (can_update.is_set()) {
if (_interpolated) {
RS::get_singleton()->multimesh_set_as_bulk_array_interpolated(multimesh, particle_data, particle_data_prev);
} else {
RS::get_singleton()->multimesh_set_as_bulk_array(multimesh, particle_data);
}
can_update.clear(); //wait for next time
}
update_mutex.unlock();
}
}
void CPUParticles::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
set_process_internal(emitting);
// first update before rendering to avoid one frame delay after emitting starts
if (emitting && (time == 0) && !_interpolated) {
_update_internal(false);
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
_set_redraw(false);
}
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
// first update before rendering to avoid one frame delay after emitting starts
if (emitting && (time == 0) && !_interpolated) {
_update_internal(false);
}
}
if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
_update_internal(false);
}
if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
_update_internal(true);
}
}
void CPUParticles::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_emitting", "emitting"), &CPUParticles::set_emitting);
ClassDB::bind_method(D_METHOD("set_amount", "amount"), &CPUParticles::set_amount);
ClassDB::bind_method(D_METHOD("set_lifetime", "secs"), &CPUParticles::set_lifetime);
ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &CPUParticles::set_one_shot);
ClassDB::bind_method(D_METHOD("set_pre_process_time", "secs"), &CPUParticles::set_pre_process_time);
ClassDB::bind_method(D_METHOD("set_explosiveness_ratio", "ratio"), &CPUParticles::set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("set_randomness_ratio", "ratio"), &CPUParticles::set_randomness_ratio);
ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "random"), &CPUParticles::set_lifetime_randomness);
ClassDB::bind_method(D_METHOD("set_use_local_coordinates", "enable"), &CPUParticles::set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("set_fixed_fps", "fps"), &CPUParticles::set_fixed_fps);
ClassDB::bind_method(D_METHOD("set_fractional_delta", "enable"), &CPUParticles::set_fractional_delta);
ClassDB::bind_method(D_METHOD("set_speed_scale", "scale"), &CPUParticles::set_speed_scale);
ClassDB::bind_method(D_METHOD("is_emitting"), &CPUParticles::is_emitting);
ClassDB::bind_method(D_METHOD("get_amount"), &CPUParticles::get_amount);
ClassDB::bind_method(D_METHOD("get_lifetime"), &CPUParticles::get_lifetime);
ClassDB::bind_method(D_METHOD("get_one_shot"), &CPUParticles::get_one_shot);
ClassDB::bind_method(D_METHOD("get_pre_process_time"), &CPUParticles::get_pre_process_time);
ClassDB::bind_method(D_METHOD("get_explosiveness_ratio"), &CPUParticles::get_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("get_randomness_ratio"), &CPUParticles::get_randomness_ratio);
ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &CPUParticles::get_lifetime_randomness);
ClassDB::bind_method(D_METHOD("get_use_local_coordinates"), &CPUParticles::get_use_local_coordinates);
ClassDB::bind_method(D_METHOD("get_fixed_fps"), &CPUParticles::get_fixed_fps);
ClassDB::bind_method(D_METHOD("get_fractional_delta"), &CPUParticles::get_fractional_delta);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &CPUParticles::get_speed_scale);
ClassDB::bind_method(D_METHOD("set_draw_order", "order"), &CPUParticles::set_draw_order);
ClassDB::bind_method(D_METHOD("get_draw_order"), &CPUParticles::get_draw_order);
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CPUParticles::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &CPUParticles::get_mesh);
ClassDB::bind_method(D_METHOD("restart"), &CPUParticles::restart);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_EXP_RANGE, "1,1000000,1"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime", PROPERTY_HINT_EXP_RANGE, "0.01,600.0,0.01,or_greater"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "preprocess", PROPERTY_HINT_EXP_RANGE, "0.00,600.0,0.01"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,View Depth"), "set_draw_order", "get_draw_order");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
BIND_ENUM_CONSTANT(DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(DRAW_ORDER_LIFETIME);
BIND_ENUM_CONSTANT(DRAW_ORDER_VIEW_DEPTH);
////////////////////////////////
ClassDB::bind_method(D_METHOD("set_direction", "direction"), &CPUParticles::set_direction);
ClassDB::bind_method(D_METHOD("get_direction"), &CPUParticles::get_direction);
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &CPUParticles::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"), &CPUParticles::get_spread);
ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &CPUParticles::set_flatness);
ClassDB::bind_method(D_METHOD("get_flatness"), &CPUParticles::get_flatness);
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &CPUParticles::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &CPUParticles::get_param);
ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &CPUParticles::set_param_randomness);
ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &CPUParticles::get_param_randomness);
ClassDB::bind_method(D_METHOD("set_param_curve", "param", "curve"), &CPUParticles::set_param_curve);
ClassDB::bind_method(D_METHOD("get_param_curve", "param"), &CPUParticles::get_param_curve);
ClassDB::bind_method(D_METHOD("set_color", "color"), &CPUParticles::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &CPUParticles::get_color);
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &CPUParticles::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &CPUParticles::get_color_ramp);
ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &CPUParticles::set_color_initial_ramp);
ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &CPUParticles::get_color_initial_ramp);
ClassDB::bind_method(D_METHOD("set_particle_flag", "flag", "enable"), &CPUParticles::set_particle_flag);
ClassDB::bind_method(D_METHOD("get_particle_flag", "flag"), &CPUParticles::get_particle_flag);
ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &CPUParticles::set_emission_shape);
ClassDB::bind_method(D_METHOD("get_emission_shape"), &CPUParticles::get_emission_shape);
ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &CPUParticles::set_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &CPUParticles::get_emission_sphere_radius);
ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &CPUParticles::set_emission_box_extents);
ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &CPUParticles::get_emission_box_extents);
ClassDB::bind_method(D_METHOD("set_emission_points", "array"), &CPUParticles::set_emission_points);
ClassDB::bind_method(D_METHOD("get_emission_points"), &CPUParticles::get_emission_points);
ClassDB::bind_method(D_METHOD("set_emission_normals", "array"), &CPUParticles::set_emission_normals);
ClassDB::bind_method(D_METHOD("get_emission_normals"), &CPUParticles::get_emission_normals);
ClassDB::bind_method(D_METHOD("set_emission_colors", "array"), &CPUParticles::set_emission_colors);
ClassDB::bind_method(D_METHOD("get_emission_colors"), &CPUParticles::get_emission_colors);
ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &CPUParticles::set_emission_ring_radius);
ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &CPUParticles::get_emission_ring_radius);
ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "offset"), &CPUParticles::set_emission_ring_inner_radius);
ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &CPUParticles::get_emission_ring_inner_radius);
ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &CPUParticles::set_emission_ring_height);
ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &CPUParticles::get_emission_ring_height);
ClassDB::bind_method(D_METHOD("set_emission_ring_axis", "axis"), &CPUParticles::set_emission_ring_axis);
ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &CPUParticles::get_emission_ring_axis);
ClassDB::bind_method(D_METHOD("get_gravity"), &CPUParticles::get_gravity);
ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &CPUParticles::set_gravity);
ClassDB::bind_method(D_METHOD("_update_render_thread"), &CPUParticles::_update_render_thread);
ADD_GROUP("Emission Shape", "emission_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points,Ring", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_emission_shape", "get_emission_shape");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01,or_greater"), "set_emission_sphere_radius", "get_emission_sphere_radius");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "emission_points"), "set_emission_points", "get_emission_points");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "emission_normals"), "set_emission_normals", "get_emission_normals");
ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "emission_colors"), "set_emission_colors", "get_emission_colors");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_ring_radius", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater"), "set_emission_ring_radius", "get_emission_ring_radius");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_ring_inner_radius", PROPERTY_HINT_RANGE, "0.0,1000,0.01,or_greater"), "set_emission_ring_inner_radius", "get_emission_ring_inner_radius");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_ring_height", PROPERTY_HINT_RANGE, "0.0,100,0.01,or_greater"), "set_emission_ring_height", "get_emission_ring_height");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_ring_axis"), "set_emission_ring_axis", "get_emission_ring_axis");
ADD_GROUP("Flags", "flag_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_particle_flag", "get_particle_flag", FLAG_ALIGN_Y_TO_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_particle_flag", "get_particle_flag", FLAG_ROTATE_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_particle_flag", "get_particle_flag", FLAG_DISABLE_Z);
ADD_GROUP("Direction", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "direction"), "set_direction", "get_direction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_GROUP("Angular Velocity", "angular_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_DAMPING);
ADD_GROUP("Angle", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGLE);
ADD_GROUP("Scale", "");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_amount", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_amount_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_amount_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_SCALE);
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_initial_ramp", "get_color_initial_ramp");
ADD_GROUP("Hue Variation", "hue_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_HUE_VARIATION);
ADD_GROUP("Animation", "anim_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.0001"), "set_param", "get_param", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.0001"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY);
BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL);
BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL);
BIND_ENUM_CONSTANT(PARAM_DAMPING);
BIND_ENUM_CONSTANT(PARAM_ANGLE);
BIND_ENUM_CONSTANT(PARAM_SCALE);
BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION);
BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED);
BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY);
BIND_ENUM_CONSTANT(FLAG_ROTATE_Y);
BIND_ENUM_CONSTANT(FLAG_DISABLE_Z);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_RING);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
}
CPUParticles::CPUParticles() {
time = 0;
inactive_time = 0;
frame_remainder = 0;
cycle = 0;
redraw = false;
emitting = false;
set_notify_transform(true);
multimesh = RID_PRIME(RenderingServer::get_singleton()->multimesh_create());
RenderingServer::get_singleton()->multimesh_set_visible_instances(multimesh, 0);
set_base(multimesh);
set_emitting(true);
set_one_shot(false);
set_amount(8);
set_lifetime(1);
set_fixed_fps(0);
set_fractional_delta(true);
set_pre_process_time(0);
set_explosiveness_ratio(0);
set_randomness_ratio(0);
set_lifetime_randomness(0);
set_use_local_coordinates(true);
set_draw_order(DRAW_ORDER_INDEX);
set_speed_scale(1);
set_direction(Vector3(1, 0, 0));
set_spread(45);
set_flatness(0);
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0);
set_param(PARAM_ANGULAR_VELOCITY, 0);
set_param(PARAM_ORBIT_VELOCITY, 0);
set_param(PARAM_LINEAR_ACCEL, 0);
set_param(PARAM_RADIAL_ACCEL, 0);
set_param(PARAM_TANGENTIAL_ACCEL, 0);
set_param(PARAM_DAMPING, 0);
set_param(PARAM_ANGLE, 0);
set_param(PARAM_SCALE, 1);
set_param(PARAM_HUE_VARIATION, 0);
set_param(PARAM_ANIM_SPEED, 0);
set_param(PARAM_ANIM_OFFSET, 0);
set_emission_shape(EMISSION_SHAPE_POINT);
set_emission_sphere_radius(1);
set_emission_box_extents(Vector3(1, 1, 1));
set_emission_ring_height(1.0);
set_emission_ring_radius(1.0);
set_emission_ring_inner_radius(0.0);
set_emission_ring_axis(Vector3(0.0, 0.0, 1.0));
set_gravity(Vector3(0, -9.8, 0));
for (int i = 0; i < PARAM_MAX; i++) {
set_param_randomness(Parameter(i), 0);
}
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = false;
}
set_color(Color(1, 1, 1, 1));
}
CPUParticles::~CPUParticles() {
RS::get_singleton()->free(multimesh);
}